text: /* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
   * Copyright (c) 2012 cocos2d-x.org
   * Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
   * Copyright (c) 2021 @aismann; Peter Eismann, Germany; dreifrankensoft
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
   * SOFTWARE.
   */
  
  #ifndef __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__
  #define __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__
  
  #include "2d/CCSprite.h"
  #include "extensions/ExtensionMacros.h"
  #include "extensions/ExtensionExport.h"
  #include "base/CCEventListenerCustom.h"
  
  struct cpBody;
  
  NS_CC_EXT_BEGIN
  
  /** A Sprite subclass that is bound to a physics body.
   It works with:
   - Chipmunk2D:
  
   Features and Limitations:
   - Scale and Skew properties are ignored.
   - Position and rotation are going to updated from the physics body
   - If you update the rotation or position manually, the physics body will be updated
   - You can't enble both Chipmunk support and Box2d support at the same time. Only one can be enabled at compile time
   * @lua NA
   */
  class CC_EX_DLL PhysicsSpriteChipmunk2D : public Sprite
  {
  public:
      static PhysicsSpriteChipmunk2D* create();
      /** Creates an sprite with a texture.
       The rect used will be the size of the texture.
       The offset will be (0,0).
       */
      static PhysicsSpriteChipmunk2D* createWithTexture(Texture2D* pTexture);
  
      /** Creates an sprite with a texture and a rect.
       The offset will be (0,0).
       */
      static PhysicsSpriteChipmunk2D* createWithTexture(Texture2D* pTexture, const Rect& rect);
  
      /** Creates an sprite with an sprite frame. */
      static PhysicsSpriteChipmunk2D* createWithSpriteFrame(SpriteFrame* pSpriteFrame);
  
      /** Creates an sprite with an sprite frame name.
       An SpriteFrame will be fetched from the SpriteFrameCache by name.
       If the SpriteFrame doesn't exist it will raise an exception.
       @since v0.9
       */
      static PhysicsSpriteChipmunk2D* createWithSpriteFrameName(const char* pszSpriteFrameName);
  
      /** Creates an sprite with an image filename.
       The rect used will be the size of the image.
       The offset will be (0,0).
       */
      static PhysicsSpriteChipmunk2D* create(const char* pszFileName);
  
      /** Creates an sprite with an image filename and a rect.
       The offset will be (0,0).
       */
      static PhysicsSpriteChipmunk2D* create(const char* pszFileName, const Rect& rect);
  
      PhysicsSpriteChipmunk2D();
  
      virtual bool isDirty() const override;
  
      /** Keep the sprite's rotation separate from the body. */
      bool isIgnoreBodyRotation() const;
      void setIgnoreBodyRotation(bool bIgnoreBodyRotation);
  
      //
      // Chipmunk specific
      //
      /** Body accessor when using regular Chipmunk */
      cpBody* getCPBody() const;
      void setCPBody(cpBody* pBody);
  
      float getPTMRatio() const;
      void setPTMRatio(float fPTMRatio);
      virtual void syncPhysicsTransform() const;
  
      // overrides
      virtual const Vec2& getPosition() const override;
      virtual void getPosition(float* x, float* y) const override;
      virtual float getPositionX() const override;
      virtual float getPositionY() const override;
      virtual Vec3 getPosition3D() const override;
      virtual void setPosition(const Vec2& position) override;
      virtual void setPosition(float x, float y) override;
      virtual void setPositionX(float x) override;
      virtual void setPositionY(float y) override;
      virtual void setPosition3D(const Vec3& position) override;
      virtual float getRotation() const override;
      virtual void setRotation(float fRotation) override;
  
      virtual void onEnter() override;
      virtual void onExit() override;
  
  protected:
      const Vec2& getPosFromPhysics() const;
      void afterUpdate(EventCustom* event);
  
  protected:
      bool _ignoreBodyRotation;
  
      // chipmunk specific
      cpBody* _CPBody;
  
      // Event for update synchronise physic transform
      cocos2d::EventListenerCustom* _syncTransform;
  };
  
  NS_CC_EXT_END
  
  #endif  // __PHYSICSNODES_CCPhysicsSpriteChipmunk2DCHIPMUNK2D_H__
  